Balance changes:
1. Gauss warthog gauss cannon damage bonus
against units with heavy armor (Scorpions, Wraiths, Scarabs, Locusts)
reduced so that tanks will stay as a viable option to counter warthogs.
I'm a little concerned about this one. People don't understand how easy it is to counter gauss it's not even funny. I guess because lower level players don't rush, it let's the other lower level players to get gauss and win. A simple tank rush can beat this, a brute rush, arbiter, ghost, wraith. It's not that hard. The only problem i would see is iEchoic's little 3:30 gauss rush with Anders and Forge. I honestly think gauss is fine the way it is, but people complain because they don't want to rush and then they get swarmed by gauss hogs, which you won't have enough tanks in time.
2. Warthog build time slightly increased to restrict how fast players can mass and replace warthogs during the game.
I think this is the 2nd worst idea in this update. Warthogs are needed for early defense. Again, a turret will help with that, but it's one of the only ways to harass a covenant player early game. Gunner warthogs don't do much damage, but still, they can easily kill the prophet and slowly kill the chieftain. i give this a thumbs down.
3. Anders bonus to tech build rate reduced to further balance the leader.
This is by far the worst idea for a video game. Anders is already the worst of the UNSC. Why make her even worse? She has to upgrade her base and her supply pads. That's just horrible! Her economy bonus does not stand against the others, unless of course you do that iEchoic 3:30 gauss rush. If you play her without giving her money, she's the worst. Her Gremlins are my favorite unique unit though.
4. Base turrets attack and health boosted slightly to increase turret viability in early and late game.
I would rather have an aim assist with turrets.
Here's the problem with turrets:
- They are absolutely fine early game; this is the only thing that's not a problem.
- Upgraded turrets (railgun, missle launcher) are too weak. Plasma mortar is great though. A full army of hornets can kill 4 missle turrets only losing 3 hornets I believe. Maybe two. I'm not sure. Canister shell tanks can kill turrets in one canister from two tanks. It may only be one. A viable solution is just making railgun and missle turret have more hitpoints. The damage is considerable for their job.
5. Elephant health increased to improve survivability and viability as a unit.
This is great. Love the idea.
6.
Grenade/ Plasma grenade / RPG damage against medium armor (warthogs,
ghosts, choppers, wolverines and cobras) increased to both better
balance marines/ grunts against warthogs and to improve marines overall
against players who try to turtle with wolverines and cobras.
I think this is a great idea as well. Cobras would still own all infantry trying to come in there. Of course you could get super carpet bomb and destroy most
of their units trying to turtle.
7.
Recycle basic cost return fixed to be 50% for constructed buildings.
(While a technically a bug, this directly impacts many slightly
exploitive strategies)
Here's my thoughts on this. I absolutely hate it. A viable fix would be to just fix the temple. Make it 250 for recycle. That's the only real problem. If you already nerf warthogs, why even give 50% recycle? There's no point. It's more strategic. You have many options open for you. You can make turrets to prevent a rush, recycle them for later, without their knowing if you still have them.
A lot of people build two reactors, and once they have enough money, get a double reactor, and delete the old one. Now you will only get back 250. That's just horrible and makes the game a lot slower. The only thing that was really exploited was the recycle temple and purchase 5 grunts. Of course people got reserves to get gauss hogs faster, but if you nerf them, why hurt their economy by doing the 50% recycle?
If ROBOT at least decices to keep the 50% for the next patch, they can make the prophet speed higher again. Honestly, the prophet's speed was not exploited. It was his speed along with deleted the temple to get 500 supplies back so you could use his beam. Of course, his speed does not need to be just as fast as when he's flying. He was intended for hit and runs! But he was just way too fast! You shouldn't have made him this slow.
If they do the 50% recycle, I will quit the game, as UNSC will suck, or until they patch the game again and put it back to normal but fix the temple recycle exploit.
Complaints from random threads:
http://www.halowars.com/forums/3/621682/ShowThread.aspx
Wraiths are not weak. They're cheaper and good for a rush. The only real counter are railgun turrets and spartans. A turret will easily kill one wraith with ease.
Arbiter OP?:
Are you kidding me? Honestly? Do you not know how to beat the arbiter? ROBOT intended him to take out armies! Well, if you don't like rushing, that may be why you think the arbiter is OP because you allow him to get all his upgrades and destroy your entire army you build for however long. Rush the arbiter! I rush him with about 15 ghosts in 3 minutes. He can't win. He won't have any resources to destroy all my ghosts, plus more ghosts are headed towards his base as he kills them with this resources. He can't win. If you don't like rushing, I'm sorry.
Anders:
She is the worst of the UNSC. I don't care what you say. No game will last long for her to tech up everything for her economy to actually be useful. Honestly, she has to upgrade all of her bases, and supply pads. That is enough for me to not use her. Check my stats. See how many times I've used her. Of course she could get gauss (even though I can beat her to gauss with Cutter without any bonus reactors from one base).
There's my conclusions. Hopefully the top players see it as I do.
Thanks for reading!
Obama Health is garbage